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2.0... oh how I've missed you!!!
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<blockquote data-quote="Yora" data-source="post: 5968797" data-attributes="member: 6670763"><p>I see your sunglasses, but anyway: I thought it was only THAC0 that was weird with the strange way of "negative numbers are better, except when they are not", and you roll a dice for your character, but then you add to that a number from your target and compare the result against one of your numbers. Then why do I make the roll and not the target rolls for itself? But then when I got deeper into it, the percentage tables for Thief skills are also completely jumbled, adding bonuses and removing substractions everywhere, while it would have been perfectly okay to have everything for a human thief with Dex 10 and leather armor to be zero and compare all other Dexterity scores, and races, and armor against that. And why have a d100 when a d20 works just the same? And then I looked at the saving throw progressions and while some of them make sense, you have stuff like clerics who gain like a +2 bonus every 5 levels. Not a plus +2 bonus <em>over</em> 5 levels! And you can also look at the tables for Ability scores where you can find two identical colums next to each other, except that one is moved down by one row. Or "exceptional strength"!</p><p></p><p>When someone told me I might like Myth & Magic, I abandoned any attempt at cleaning up 2nd Edition math after reading the preview for about 10 minutes. The preview has a terrible combination of alternative rules for Initiative as the only presented system and the Class Traits may not be original 2nd Edition (they are feats), but everything else about it I just love.</p><p>They are currently at finishing up the typesetting to send it to the printer.</p></blockquote><p></p>
[QUOTE="Yora, post: 5968797, member: 6670763"] I see your sunglasses, but anyway: I thought it was only THAC0 that was weird with the strange way of "negative numbers are better, except when they are not", and you roll a dice for your character, but then you add to that a number from your target and compare the result against one of your numbers. Then why do I make the roll and not the target rolls for itself? But then when I got deeper into it, the percentage tables for Thief skills are also completely jumbled, adding bonuses and removing substractions everywhere, while it would have been perfectly okay to have everything for a human thief with Dex 10 and leather armor to be zero and compare all other Dexterity scores, and races, and armor against that. And why have a d100 when a d20 works just the same? And then I looked at the saving throw progressions and while some of them make sense, you have stuff like clerics who gain like a +2 bonus every 5 levels. Not a plus +2 bonus [I]over[/I] 5 levels! And you can also look at the tables for Ability scores where you can find two identical colums next to each other, except that one is moved down by one row. Or "exceptional strength"! When someone told me I might like Myth & Magic, I abandoned any attempt at cleaning up 2nd Edition math after reading the preview for about 10 minutes. The preview has a terrible combination of alternative rules for Initiative as the only presented system and the Class Traits may not be original 2nd Edition (they are feats), but everything else about it I just love. They are currently at finishing up the typesetting to send it to the printer. [/QUOTE]
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